                       Dungeon:  Heroes of Beckhorn (version 3.1)

                  By Blackclove (email:  blackclove.geo@yahoo.com)


Even if you want to jump right in, you should at least read about hero units
and terrains.


SECTION 1:  Installation

1.0. INSTALLATION
------------------

This scenario requires Fantastic Worlds.  To use it, unzip all of the 
files into a folder called "dungeon" in the scenario folder.


SECTION 2:  Background and Player Information

2.0. BACKSTORY
|-------------------------->
| The small kingdom of Beckhorn is a mining and farming community known for
| its gold and its rugged, independent people.  Within the last year, though,
| the hand of evil has descended to cover the valley -- monsters, appearing
| from the ancient dungeons beneath the mountains, have begun to attack in
| numbers.  King Josephus Carlos has had no choice but to declare martial law
| and summon help from throughout the kingdom.
|
| With the proclamation comes the promise of treasures, and with treasures come
| those seeking to profit from them.  Beckhorn is growing at a record rate as
| adventurers, mercenaries, smugglers, craftsment, and legitimate merchants
| arrive to seek their fortune.
|
| Will Josephus Carlos break the historical independence of Beckhorn and seek
| aid in the form of outside alliances?  Or will he try to organize his own
| people more fully?  And will it be magic or force of arms that eventually
| win the day?

2.1.  KNOW YOUR ENEMIES!
|-------------------------->
| The five opponents have different types of units.  I've given a table of their 
| units here, in the approximate order in which they appear in the game.  Be 
| careful when facing the enemy bosses - they're very tough, and you may need
| several heroes to defeat them.
|
|  ORCS         MONSTERS        HORRORS        UNDEAD         DEMONS
|  ------------ --------------- -------------- -------------- --------------
|  Goblins      Bat Swarm       Phase Insect   Skeleton       Imp
|  Orcs         Zyllamprey      Deep One       Zombie         Fiend
|  Ogres        Thyrn           Giant Spider   Skeleton Lord  Daemon
|  Minotaurs    Dark Wolf       Green Slime    Ghoul
|  Hill Giants  Manticore       Treant         Phantom Knight
|                               Hive Horror    Blade Wraith
|
|  *Frost Giant *Great Dragon   *Dark Warrior  *Lich Queen    *Lord of Evil
|

SECTION 3:  The Game

3.0. TERRAIN
|-------------------------->
| In addition to the usual mountains, hills, forests and grasslands, there are
| some new terrains you should know about.  First and most obviously there are
| dungeon walls (impassable) and dungeon floors (nothing grows there).  You'll
| also notice some small buildings around your cities, though.  There are four
| "building upgrades" you can create that help your cities grow.  Use the MINE
| function of farmers and dwarves to construct buildings.  When you MINE the
| same square again, it will turn into the next building up the list.  You'll
| probably want a few of each.
|
| TERRAIN "BUILDINGS" (in order):
|   Farmstead 	-	Little hut	 -	Lots of food
|   Shop	-	Little pavilion  -	Lots of trade, some food
|   Inn		-	An inn		 - 	Mix of stuff
|   Smithy	-	A small building -	Some resources and trade

3.1. WONDERS
|-------------------------->
| There are only a few wonders in this scenario.  The Boom Town wonder is
| representative of the stunning growth and "wartime" economy of Beckhorn
| (King Richard's).  Karigus the Sage Master is a hero of Beckhorn who greatly
| increases knowledge production throughout the realm (SETI).  Finally, the
| Influx of Knowledge, which should be completed shortly after the game begins,
| gives you free advances and effectively lets you pick your path to greatness
| (Darwin's Voyage).  There are other wonders but they come later.


3,2. HERO UNITS
|-------------------------->
| There are a number of heroes that join you throughout the scenario.  A hero
| may join after certain technology advances have been discovered.  If so, you
| get a message telling you about that hero (they do not appear in the
| Civilopedia).  I have also included a list of heroes here - but not what
| advance leads to hiring them.  Part of the fun is not knowing!  Remember that
| heroes are irrelplaceable, and once killed they are gone for good, so use
| them cautiously!  Don't explore too far into a dungeon alone unless you are
| sure that you won't be struck down.  Of course, you are certain to lose some
| of your heroes, but if you lose too many Beckhorn will definitely be overrun.

Explanation of Special Abilities:
  MR:  Magic resistance.  x2 defense vs. air units.
  Scout:  Alpine movement.
  Stealthy:  Ignore Zone of Control
  Climb Walls:  Ignore City Walls
  Wizard:  Can carry air units (spells)
  Teleport:  Can "paradrop"
  Seer:  See 2 spaces away

HERO                  Att  Def  MV   FP   HP   Specials
 Antinat              8    8    6    2    6    MR
 Brother Sven         11   8    3    2    4    Scout, MR
 Clarisse             5    4    5    2    2    Wizard
 Dech Woot            2    4    6    2    2    MR, Scout, Teleport, Stealthy
 Egri Deltan          12   3    5    3    3    Scout, Stealthy
 Gaevan Madera        1    2    3    1    2    Wizard
 Jahdam               12   4    3    2    6    Scout, Climb Walls
 Judge Roland         6    6    3    2    3    MR, Scout
 Klaw Swiftkill       8    4    3    2    3    Scout
 Livia                6    6    12   2    5    Scout
 Omarus Phaesor       3    6    3    3    2    Wizard, Seer, Teleport, MR, Veteran
 Redwind              7    7    3    2    3    --
 Sir Noteworthy III   8    8    2    2    6    MR, Scout, Veteran
 Thurin Leaflover     9    2    4    2    4    Scout, Stealthy
 Zjorz Th'Knife       5    4    4    30   3    Stealthy

OTHER GOOD UNITS      Att  Def  MV   FP   HP   Tech               Specials
 Levies               1    1    1    1    1    n/a                --
 Crane Levies         2    2    1    1    1    Crane Monastery    Scout
 Guards               2    2    1    1    2    Guard Training     --
 Farmer               0    1    1    1    1    Farmer's League    "Settler"
 Dwarf                1    1    2    1    1    Dwarven Alliance   "Engineer"
 Mercenary            3    2    1    1    2    Mercenaries        Scout
 Knight               6    3    2    1    2    Circle of Knights  Scout, MR
 Paladin              7    4    2    1    3    Paladins' Blessing Scout, MR, Seer


3.3. TECH TREES
|-------------------------->
| The technology advances show up in the Civilopedia.  You can't get tech from
| conquests.  There are separate research tracks for the monsters, so that they
| will get more dangerous as time goes on -- be wary of getting trapped in the
| dungeon when the sword wraiths and hill giants start being built!
|
| As usual, tech advances let you build better units.  Some of them also allow
| you to recruit a special, irreplaceable hero unit -- see below for details.


3.4. WIZARDS AND SPELLS
|-------------------------->
| You research the ability to create "spell units" like any other technology.
| Spell units are missiles; they can pass through walls, but once they attack
| they are lost.  There are five spell units of varying power.  Spell units can
| be stored in towns. mage towers, or they can be stored on wizard units.
| Unfortunately CIV2 doesn't let you treat land units as "real" carriers so you
| will need to move all of your spell units onto the wizard every turn; they 
| won't travel with him/her (sorry!).
[
[ HOUSE RULE:  Please don't use spells unless you end their turn in a wizard's
[ square.  Only wizards can cast spells!

3.5. PRISONERS AND TREASURES
|-------------------------->
| There are special units called treasure chests as well as prisoners hidden in
| the dungeon.  Killing these units rewards you with various special benefits.


SECTION 4:  Credits and Updates

I've tried to keep the initials of those who drew the art, but I may have lost it
for some of them if the colors weren't coming out right.  Many of the units were
taken from Harlan Thompson's collection of ancient and medieval units.  Lots of 
others are from the various Fantastic Worlds scenarios, especially Midgard and MOM
Junior.  Although I thought of it independently, it's worth noting that the Cave
Wars scenario also uses water to simulate dungeon walls.  Any art that I drew myself
(there isn't much of it; the dungeon floor is mine, I guess...) you can use without
asking me, no credit required.

The title.gif came from the work of Igor Kordej, a famous Croatian artist.  I had
to trim and reduce it to make it work.  Hope I don't get sued.

Update to Version 2.0 Info
--------------------------
Wizard was the prime mover in getting me to make some changes.  He designed the Klaw
Swiftkill encounter and provided me with Klaw's unit and the new ogre unit.  He also
encouraged me to jazz up the city icons a bit, which I did, and to use a new icon for
fortresses.

I added more descriptive text to accompany the hiring and death of heroes.

I changed the prisoner icons to make it clear what they are, and added two prisoners 
to the game.  The events related to prisoners will now fire correctly.

You may now build Paladins if the right events happen.


Update to Version 3.0 Info
--------------------------
This was a major update!

Gothmog's review and some other bug reports from various players motivated me to make
this latest version.  I moved Klaw so he appears in the right place, fixed the "captive"
bug, changed some unit stats, played with shields until they are generally visible,
and added some sound effects.  You may now build Firestorm spells.  I fixed a bug that
caused the "paladins" message to appear every turn once they can be built.

There is a new hero called Brother Sven.  Dwarves are now short and there is a lot of 
new art.  I altered the terrains slightly to make them look a bit nicer.  Sound effects
have been added.  Game.txt and labels.txt are now included to allow teleports.  I added
mage towers with this revision (see above).  I added "dungeon dressing" by making use
of the otherwise valueless mines and railroads.

There are a ton of new events including a very fun orcish response to certain actions.


Update to Version 3.1 Info
--------------------------
Thanks to Temba's playtesting, I fixed some problems with the labels, events, and readme
file.  I was unable to get the defense minister problem to work, though, without adding
some kind of wonder that would cause the monsters to start talking to the player.  You
can now build crane levies after getting the appropriate tech.  Some of the unit stats 
have been slightly adjusted.  The info message now appears on turn 0 along with the 
credits.  


SECTION 5:  Hints

Just some things I found helpful when trying to win this scenario.
 - get dwarves as soon as possible -- they make everything else go faster
 - The undead have the most cities so pick on them quickly before they get
a lot of blade wraiths
 - use Redwind to protect Beckhorn from the nasty flying things
 - Wizard eye has a zone of control and can only be attacked by air units
 - improve your towns as quickly as you can
 - the monsters come from all sides and so having guards in forts in the mountains
might be useful; you may even want to use some of your slow fighters with good
defense ratings to block the more rude monsters.
 - Zjorz' 30 firepower means he kills almost anything in one blow.  He's *very*
handy to have around when fighting the daemons towards the end.
